Research Library

Gamification, Games, and Learning: What Managers and Practitioners Need to Know

August 8, 2013

Gamification is about
applying game elements and game mechanics to non-game activities to make these activities more compelling.
This report discusses common definitions of games and gamification and shows
how game design techniques and game elements such as stories, points, and
challenges can achieve needed learning outcomes. You’ll learn how game
mechanics and game elements work in learning and explore good practices for
designing stories, characters, leaderboards, points, levels, and challenges
through concrete examples—such as how Adobe uses gamification to increase both
training and usage of their Photoshop software.

In this report, Brenda Enders examines research showing the valuable
results that can be achieved with games and gamification. For example, Traci Sitzmann’s
meta-analysis shows that training presented in the context of certain types of
games led to measurably higher skills and knowledge. And B.J. Fogg, who directs
the Persuasive Technology Lab at Stanford University, has found that people
tend to respond to computers as if they are people, especially during gaming, an
encouraging note for the design of good learning interactions.

This report is part
of the new Hot Topic series of reports
from Guild Research, which explain new technologies so you can quickly
get up to speed on critical new knowledge.

Full Report:

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